Char movement component eats up a lot of game thread resources

Does anyone know why char movement component eats up a lot of resources? I have about 500 characters in the level, but none of them were moving.

I already set the component tick time to 0.15.

Thanks in advanced!

I am looking into a similar issue, though not quite as bad. Did you find a solution to this?

emmm…按照我的经验来说,有这四种可能性:
预测和碰撞检测/组件更新/射线投射/层碰撞检测
它们不可避免会访问到其中可能存在的某些参量